Health tech · Mobile app · MSc UX

Clink

Helping young people take control of their drinking with support, data and compassion.

Clink is an alcohol management app for young people who are ready to change their relationship with alcohol, but need more than a drink log to do it. Built during my MSc in User Experience Design at Birmingham City University, it brings sobriety tracking, conversational AI, anonymous community support and therapist access into one compassionate experience.

Role
UI/UX Designer, team of four
Platforms
iOS · Android
Year
2024
Context
MSc UX · Birmingham City University

The challenge

The barriers aren't just practical. Stigma makes people afraid to ask for help. Depression, anxiety and trauma often co-exist with alcohol dependency, each making the other worse. And the apps that existed were passive: log your drinks, see a calendar, get a reminder. They tracked the problem without addressing the person behind it.

Our brief was to design something better: a digital solution that meets young people where they are, reduces the friction of seeking help, and supports them through the whole journey, not just on their best days.

How might we help young people in the UK reduce or stop drinking in a way that feels safe and non-judgemental, addresses the emotional and social barriers to seeking help, and supports them through good days and relapses?

My responsibilities

As one of four UX designers, I contributed across the whole project:

Design process

We followed a human-centred process across five stages, grounding each decision in real user needs instead of assumptions.

  1. 01

    Empathise

    A survey with 11 respondents on drinking habits, motivations and app use, plus existing research on alcohol, the brain and mental health in the UK.

  2. 02

    Define

    Four personas, two empathy maps and a clear problem statement. A key finding: 55% said health was their main reason to quit, yet 90% weren't using any app to help.

  3. 03

    Ideate

    An information architecture in FigJam across six areas: Health Topics, Digital Diary, Conversational AI, Community, Therapists and Notifications.

  4. 04

    Prototype

    Paper wireframes for 12+ screens, then high-fidelity Figma designs covering onboarding, home, diary, community, therapist booking and health resources.

  5. 05

    Test

    We validated the prototype against our four personas. The community and digital diary resonated most, and wearable integration emerged as a future priority.

Key insights from research

Survey findings

  • Drinking frequency: 5 in 10 drank 2–3 times a week; 2 drank 4 or more times, a clinically significant frequency.
  • No apps in use: 9 in 10 didn't use any app to manage their drinking. The gap was real.
  • Health as the motivator: 55% of those wanting to quit cited health, so the app needed to make health consequences visible and personal.
  • Lifestyle-based attempts: most quit attempts relied on exercise, yoga or distraction, not structured support.
  • Mixed appetite for help: 50% would seek professional help through an app, and 50% were open to a community of others trying to quit. Both had to be in the product.

Competitive findings

  • Sober Sidekick: strong on community and anonymous sharing, but no proper progress tracker, and moderation risks with unfiltered posts.
  • NHS Drink Free Days: good at awareness and milestones, but passive. It could help cut down, not help people overcome.
  • Try Dry January: engaging moods, badges and missions, but not designed for long-term change.
The gap

No single app combined structured progress tracking, community, professional access and personalised AI support. That combination became Clink's core proposition.

Solution highlights

01

Conversational AI

Most previous quit attempts relied on distraction, not structured support. The conversational AI gives people a private, non-judgemental space to reflect on cravings, log how they feel and get personalised guidance. It also doubles as onboarding: instead of a form, you answer questions in a conversation, so the experience feels human from the first moment.

Clink conversational AI, screen 1Clink conversational AI, screen 2Clink conversational AI, screen 3Clink conversational AI, screen 4

02

A personalised dashboard

Existing apps tracked what people drank, not how they were changing. The dashboard brings together a sober tracker score, a logged streak, money saved and a mood check-in. Every metric answers a question people actually care about: Am I improving? What am I gaining? How do I feel today?

Clink dashboard, screen 1Clink dashboard, screen 2Clink dashboard, screen 3Clink dashboard, screen 4

03

An anonymous support community

Half of respondents wanted to connect with others trying to quit, but stigma was the main barrier to seeking help. So the community is anonymous by default, with no direct messages, a deliberate answer to the safety weakness we found in Sober Sidekick. People can post, comment and give empathy badges in a moderated, safe space.

Clink community, screen 1Clink community, screen 2Clink community, screen 3Clink community, screen 4

04

Therapist access

No existing app made it easy to reach a licensed therapist in the same experience. Clink lets people browse certified therapists, see their specialisms and patient numbers, and book directly with calendar integration and email confirmation. Credibility signals come before the booking step, addressing the trust barrier research surfaced.

Clink therapist booking, screen 1Clink therapist booking, screen 2Clink therapist booking, screen 3Clink therapist booking, screen 4

05

Inclusive by design

We designed explicitly for physical and sensory disabilities. William (paraplegia) and Maria (visual impairment) were full personas, not afterthoughts. For Maria, that meant screen reader compatibility, voice-guided navigation and accessible content formats. It made us question every decision: does this work if you can't see it? If you can't use your hands?

Clink accessible design, screen 1Clink accessible design, screen 2Clink accessible design, screen 3Clink accessible design, screen 4

The results

What I learned

  1. 01

    People in recovery need safety, empathy and autonomy, not just tools

    Every decision had to pass a test: does this feel supportive, or like surveillance? The difference between a tracker that motivates and one that shames is almost entirely in the framing.

  2. 02

    Designing for inclusivity makes things better for everyone

    Designing for Maria's visual impairment and William's paraplegia made us question assumptions we'd otherwise have left alone. The result was a more considered product for every user.

  3. 03

    Sobriety is personal

    People's reasons for quitting were deeply individual: health, family, money and self-worth. Clink lets people define their own version of success instead of imposing one metric on everyone.

  4. 04

    Group design is a design challenge in itself

    Coordinating four designers took the same skills as coordinating four stakeholders: clear communication, a shared language, and a willingness to critique and be critiqued.

Want to talk about this project? I'd genuinely like to hear from you.